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Faeries & Magical Creatures is a fun, quick-playing strategy game with multiple ways to win! From that midsummer night when you and your great Aunt Victoria gazed from the garden gate of her country manor and saw the will-o'-wisp lights blinking near the edge of the forest, the adventure began! From that moment, you knew that you HAD to get close to one, to speak to one, to befriend a real Faerie! In this magical game, you will discover 30 unique Faerie Folk and enlist their help by drafting cards. Gain the trust of the five Faerie Folk by placing kinship tokens. Build your garden with flowers, paths, and Faerie Homes. Your adventure awaits as you aim to be the first mortal to join the Faerie realm. This game is interactive and easy to learn, engaging both families and gamers alike! The winner is the player with the most victory points at the end. Players earn victory points by gaining trust and kinship through their presentation of tokens to the Faeries and creatures in their realms and by building beautiful gardens as homes for the Faeries. From the creator of Raccoon Tycoon and featuring hand-painted art by Annie Stegg Gerard, Faeries & Magical Creatures is fully Kickstarter-funded! Grab your copy today! Recommended for 2-4 players, ages 10+. Contents include: 1 Game Board, 4 Garden Player Boards, 60 Faerie Cards, 16 Starting Cards, 160 Wood Kinship Tokens, 1 Acting Player Token and Stand, 8 Wood Scoring/Action Pawns, 48 Garden Tiles, 5 Faerie Home Tiles, 1 Cinch Bag, Rules Manual
Battle of Legends, Vol. 1 includes four legendary heroes: Medusa, King Arthur, Alice and Sinbad. Each hero has a unique deck of cards that fits their fighting style – but remember, in the end, there can only be one winner! What’s in the box? Four miniature figures Six sidekick tokens Seven health dials 124 cards One double-sided gameboard One size token How to play:? Each hero has a unique deck of cards that fits their fighting style. King Arthur sacrifices cards to power up his attacks and gets some timely assistance from Merlin’s magic. Alice is back from Wonderland with a giant vorpal blade and the Jabberwock by her side as she grows and shrinks to gain advantages on attack and defense. Medusa is happy to attack from range and let her harpies hound you, but just one devastating glance could end the battle quickly. Sinbad grows in power as he gains experience on each of his voyages. Players take turns manoeuvering their fighters on the battlefield, playing schemes, and attacking their opponent’s fighters. On your turn, you must take two actions; you cannot skip an action. You may choose two different actions or the same action twice. The possible actions are: Manoeuver: when you take the manoeuver action, you first draw the top card of your deck, then you may move your fighters. Attack: when you take the attack action, you must declare which of your fighters is performing the attack; they are the active fighter. You may not take the attack action if you do not have an attack card in hand or if none of your fighters have valid targets to attack. Scheme: when you take the scheme action, you choose a scheme card from your hand and play it onto the table, face up. You must declare which of your fighters is playing the scheme card. Each card in your deck indicates which fighters are allowed to play it. You have a hand limit of seven cards. At the end of your turn, if you have more than seven cards in your hand, you must discard down to seven cards, placing any discarded cards in your discard pile. Then it is your opponent’s turn. When your opponent’s hero is defeated, which happens when they are reduced to zero health, the game ends immediately and you win! Bonus! You can mix and match fighters from any Unmatched set! Try the Unmatched – Robin Hood vs. Big Foot set to continue the brawl!
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